namespace GameEnum
{ 
	/// <summary>
	/// EQuality
	/// </summary>
	public static class EQuality
	{ 
		/// <summary>
		/// 品质-白
		/// </summary>
		public const int White = 0;
		/// <summary>
		/// 品质-绿
		/// </summary>
		public const int Green = 1;
		/// <summary>
		/// 品质-蓝
		/// </summary>
		public const int Blue = 2;
		/// <summary>
		/// 品质-紫
		/// </summary>
		public const int Purple = 3;
		/// <summary>
		/// 品质-橙
		/// </summary>
		public const int Orange = 4;

		/// <summary>
		/// 枚举数量
		/// </summary>
		public const int CountEQuality = 5;

        /// <summary>
        /// 所有枚举名
        /// </summary>
        public readonly static string[] Keys = new string[] { "White", "Green", "Blue", "Purple", "Orange", };
	}
	/// <summary>
	/// EAssetType
	/// </summary>
	public static class EAssetType
	{ 
		/// <summary>
		/// AB资源类型-文本
		/// </summary>
		public const int Text = 0;
		/// <summary>
		/// 场景
		/// </summary>
		public const int Scene = 1;
		/// <summary>
		/// 预制
		/// </summary>
		public const int Prefab = 2;
		/// <summary>
		/// UI 图集
		/// </summary>
		public const int UISpriteAtlas = 3;
		/// <summary>
		/// UI Texture
		/// </summary>
		public const int UITexture = 4;

		/// <summary>
		/// 枚举数量
		/// </summary>
		public const int CountEAssetType = 5;

        /// <summary>
        /// 所有枚举名
        /// </summary>
        public readonly static string[] Keys = new string[] { "Text", "Scene", "Prefab", "UISpriteAtlas", "UITexture", };
	}
	/// <summary>
	/// ELanguage
	/// </summary>
	public static class ELanguage
	{ 
		/// <summary>
		/// 语言类型-简体中文
		/// </summary>
		public const int zhCN = 0;
		/// <summary>
		/// 英文
		/// </summary>
		public const int EN = 1;
		/// <summary>
		/// 泰文
		/// </summary>
		public const int TH = 2;

		/// <summary>
		/// 枚举数量
		/// </summary>
		public const int CountELanguage = 3;

        /// <summary>
        /// 所有枚举名
        /// </summary>
        public readonly static string[] Keys = new string[] { "zhCN", "EN", "TH", };
	}
	/// <summary>
	/// EAssetLoadType
	/// </summary>
	public static class EAssetLoadType
	{ 
		/// <summary>
		/// 热更完成后立即加载的基础资源
		/// </summary>
		public const int Startup = 0;
		/// <summary>
		/// 预加载的全局资源
		/// </summary>
		public const int PreloadGame = 1;
		/// <summary>
		/// 使用时加载及使用前预加载
		/// </summary>
		public const int OnUse = 2;

		/// <summary>
		/// 枚举数量
		/// </summary>
		public const int CountEAssetLoadType = 3;

        /// <summary>
        /// 所有枚举名
        /// </summary>
        public readonly static string[] Keys = new string[] { "Startup", "PreloadGame", "OnUse", };
	}
	/// <summary>
	/// EAssetLife
	/// </summary>
	public static class EAssetLife
	{ 
		/// <summary>
		/// 资源生命周期-无引用时直接回收释放相关资源
		/// </summary>
		public const int ReleaseRef0 = 0;
		/// <summary>
		/// 无引用时暂缓15秒再回收释放相关资源
		/// </summary>
		public const int ReleaseDelay15SecRef0 = 1;
		/// <summary>
		/// 无引用时暂缓1分钟再回收释放相关资源
		/// </summary>
		public const int ReleaseDelay1MinRef0 = 2;
		/// <summary>
		/// 尽可能长时间的保留（低内存警告、场景切换时等释放）
		/// </summary>
		public const int AsLongAsCan = 3;
		/// <summary>
		/// 全局有效，永不释放
		/// </summary>
		public const int Global = 4;

		/// <summary>
		/// 枚举数量
		/// </summary>
		public const int CountEAssetLife = 5;

        /// <summary>
        /// 所有枚举名
        /// </summary>
        public readonly static string[] Keys = new string[] { "ReleaseRef0", "ReleaseDelay15SecRef0", "ReleaseDelay1MinRef0", "AsLongAsCan", "Global", };
	}
	/// <summary>
	/// EUIAssetType
	/// </summary>
	public static class EUIAssetType
	{ 
		/// <summary>
		/// UI资源类型-Texture
		/// </summary>
		public const int Texture = 0;
		/// <summary>
		/// Sprite
		/// </summary>
		public const int Sprite = 1;

		/// <summary>
		/// 枚举数量
		/// </summary>
		public const int CountEUIAssetType = 2;

        /// <summary>
        /// 所有枚举名
        /// </summary>
        public readonly static string[] Keys = new string[] { "Texture", "Sprite", };
	}
	/// <summary>
	/// EGameLogicType
	/// </summary>
	public static class EGameLogicType
	{ 
		/// <summary>
		/// GameLogic类型-登录
		/// </summary>
		public const int Login = 0;
		/// <summary>
		/// 和平主城
		/// </summary>
		public const int PeaceMain = 1;

		/// <summary>
		/// 枚举数量
		/// </summary>
		public const int CountEGameLogicType = 2;

        /// <summary>
        /// 所有枚举名
        /// </summary>
        public readonly static string[] Keys = new string[] { "Login", "PeaceMain", };
	}
}
